UE3:AnimNodeAimOffset (UDK)

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(Redirected from UE3:AimOffsetProfile (UDK))
UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeAimOffset
Package:
Engine
Direct subclass:
UTAnimNodeJumpLeanOffset
This class in other games:


Properties

Property group 'AnimNodeAimOffset'

Aim

Type: Object.Vector2D

Angle of aiming, between -1..+1

AngleOffset

Type: Object.Vector2D

Angle offset applied to Aim before processing

bBakeFromAnimations

Type: bool

Bake offsets from animations.

bForceAimDir

Type: bool

If true, ignore Aim, and use the ForcedAimDir enum instead to determine which aim direction to draw.

bPassThroughWhenNotRendered

Type: bool

if TRUE, pass through (skip additive animation blending) when mesh is not rendered

CurrentProfileIndex

Type: int

Modifiers: const, editconst

Index of currently active Profile. Use the SetActiveProfileByName or SetActiveProfileByIndex function to change.

ForcedAimDir

Type: EAnimAimDir

If bForceAimDir is true, this is the direction to render the character aiming in.

Default value: ANIMAIM_CENTERCENTER

PassThroughAtOrAboveLOD

Type: int

If the LOD of this skeletal mesh is at or above this LOD, then this node will do nothing.

Default value: 1000

Profiles

Type: array<AimOffsetProfile>

Modifiers: editfixedsize

Array of different aiming 'profiles'

Property group 'Editor'

bSynchronizeNodesInEditor

Type: bool

When moving the slider, keep nodes with same property in sync.

Default value: True

Internal variables

AimCpntBoneIndex

Type: array<byte>

Modifiers: transient

Array of bone indices which have a matching AimCpnt

AimCpntIndexLUT

Type: array<byte>

Modifiers: transient

Look Up Table for AimCpnt Indices

RequiredBones

Type: array<byte>

Modifiers: transient

Internal, array of required bones. Selected bones and their parents for local to component space transformation.

TemplateNode

Type: AnimNodeAimOffset

Modifiers: transient

Pointer to AimOffset node in package (AnimTreeTemplate), to avoid duplicating profile data. Always NULL in AimOffset Editor (in ATE).

Default values

Property Value
bFixNumChildren True
bSkipTickWhenZeroWeight True
Children[0]
Member Value
Name 'Input'
Weight 1.0

Enums

EAimID

Convert Aim(X,Y) into a an enum that we use for blending into the main loop.

EAID_LeftUp
EAID_LeftDown
EAID_RightUp
EAID_RightDown
EAID_ZeroUp
EAID_ZeroDown
EAID_ZeroLeft
EAID_ZeroRight
EAID_CellLU
EAID_CellCU
EAID_CellRU
EAID_CellLC
EAID_CellCC
EAID_CellRC
EAID_CellLD
EAID_CellCD
EAID_CellRD

EAnimAimDir

Handy enum for working with directions.

ANIMAIM_LEFTUP
ANIMAIM_CENTERUP
ANIMAIM_RIGHTUP
ANIMAIM_LEFTCENTER
ANIMAIM_CENTERCENTER
ANIMAIM_RIGHTCENTER
ANIMAIM_LEFTDOWN
ANIMAIM_CENTERDOWN
ANIMAIM_RIGHTDOWN

Structs

AimComponent

Modifiers: native

definition of an AimComponent.

name BoneName
Bone transformed
AimTransform LU
Left column
AimTransform LC
AimTransform LD
AimTransform CU
Center
AimTransform CC
AimTransform CD
AimTransform RU
Right
AimTransform RC
AimTransform RD

AimOffsetProfile

Modifiers: native

name ProfileName
Name of this aim-offset profile.
Object.Vector2D HorizontalRange
Maximum horizontal range (min, max) for horizontal aiming.
Object.Vector2D VerticalRange
Maximum horizontal range (min, max) for vertical aiming.
array<AimComponent> AimComponents
Array of AimComponents.

Represents the selected bones and their transformations.

name AnimName_LU
Names of animations to use when automatically generating offsets based animations for each direction.

Animations are not actually used in-game - just for editor.

name AnimName_LC
name AnimName_LD
name AnimName_CU
name AnimName_CC
name AnimName_CD
name AnimName_RU
name AnimName_RC
name AnimName_RD

Default values:

Property Value
HorizontalRange
Member Value
X -1.0
Y 1.0
ProfileName 'Default'
VerticalRange
Member Value
X -1.0
Y 1.0

AimTransform

Modifiers: native

9 control points range:

Left Center Right

LU CU RU Up LC CC RC Center LD CD RD Down

Object.Quat Quaternion
Object.Vector Translation

Native functions

SetActiveProfileByIndex

native function SetActiveProfileByIndex (int ProfileIndex)

Change the currently active profile to the one with the supplied index. If ProfileIndex is outside range, this does nothing.

SetActiveProfileByName

native function SetActiveProfileByName (name ProfileName)

Change the currently active profile to the one with the supplied name. If a profile with that name does not exist, this does nothing.